Particles allow for performant and random particle systems.

struct Particle

type Particle* = struct {

Particle struct. You can tweak the start_time for godot-like explossivness.

struct Emitter

type Emitter* = struct {
	pos: th::Vf2 // position
	dm: th::Vf2 // size of the emittion area
	gravity: th::Vf2 // gravity
	repeat: bool // if false, particle won't be renewed
	active: bool // false, if there aren't any active particles anymore

	angle: th::Vf2 // angle in which particles are emitted

	lifetime: th::uu // lifetime of particles
	lifetimeRandomness: th::fu // randomness in %/100

	velocity: th::fu // velocity
	velocityRandomness: th::fu // randomness in %/100

	size: th::fu // size
	sizeRandomness: th::fu // randomness in %/100
	maxSize: th::fu // size at the end of particles lifetime

	rotation: th::fu
	rotationRandomness: th::fu
	maxRotation: th::fu

	colors: []uint32 // array of colors, which are interpolated between

	particles: []Particle // list of particles

Emitter. This is where everything is configured.

fn Emitter.draw

fn (e: ^Emitter) draw*(t: int32) {

Draws and updates the particles.

fn Emitter.genParticles

fn (e: ^Emitter) genParticles*(time, count: uint, explosiveness: th::fu = 0.0) {

Generates particles for an emitter. The time specifies the time the first particles is emitted. The explosiveness argument specifies the interval at which particles are emitted using this formula: / umka / e.lifetime / count * explosiveness /